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-rw-r--r--src/effects/SkGaussianEdgeShader.cpp21
1 files changed, 9 insertions, 12 deletions
diff --git a/src/effects/SkGaussianEdgeShader.cpp b/src/effects/SkGaussianEdgeShader.cpp
index e519598f1b..1990fbf67b 100644
--- a/src/effects/SkGaussianEdgeShader.cpp
+++ b/src/effects/SkGaussianEdgeShader.cpp
@@ -11,6 +11,10 @@
/** \class SkGaussianEdgeShaderImpl
This subclass of shader applies a Gaussian to shadow edge
+
+ The radius of the Gaussian blur is specified by the g and b values of the color,
+ where g is the integer component and b is the fractional component. The r value
+ represents the max final alpha.
*/
class SkGaussianEdgeShaderImpl : public SkShader {
public:
@@ -65,20 +69,13 @@ public:
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- fragBuilder->codeAppendf("vec4 output = %s;", args.fInputColor);
- // outside the outer edge
- fragBuilder->codeAppendf("if (%s.z <= 0) {", fragBuilder->distanceVectorName());
- fragBuilder->codeAppend("output *= 0.0;");
- // inside the stroke
- fragBuilder->codeAppendf("} else if (%s.w > 0) {", fragBuilder->distanceVectorName());
- fragBuilder->codeAppendf("float factor = %s.w/(%s.z + %s.w);",
- fragBuilder->distanceVectorName(),
- fragBuilder->distanceVectorName(),
+ fragBuilder->codeAppendf("vec4 color = %s;", args.fInputColor);
+ fragBuilder->codeAppend("float radius = color.g*255.0 + color.b;");
+
+ fragBuilder->codeAppendf("float factor = 1.0 - clamp(%s.z/radius, 0.0, 1.0);",
fragBuilder->distanceVectorName());
fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
- fragBuilder->codeAppend("output *= factor;");
- fragBuilder->codeAppend("}");
- fragBuilder->codeAppendf("%s = output;", args.fOutputColor);
+ fragBuilder->codeAppendf("%s = factor*vec4(0.0, 0.0, 0.0, color.r);", args.fOutputColor);
}
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,